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Undines are infused with elemental water—the churning power of the briny deep flows through them. These planar scions are often athletic and lithe, but they are easily distracted by auditory sensations because of how much louder and clearer sound rings above the waves.

Undines are perhaps the most settled of all geniekin, often forming communities along the coast or even on the water itself. In the latter case, they prefer to settle in ship-towns that sometimes number dozens of vessels in all shapes and sizes. The undines who fill these communities are similarly diverse, bringing aspects of multiple cultures together to form one whole. Ship-towns are permanent, but fluid—they grow, recede, and migrate constantly as undine families add their ships to or remove them from the flotilla. An undine town like this may remain at sea for years, its residents coming ashore only on rare occasions to collect wood for cookfires or to repair their homes. The paradoxically ever-shifting permanence of these communities reflects the undine virtues of adaptability and freedom, while also maintaining the prime importance of the community.

Undine hydromancers are quite valued on these floating settlements, if only for their ability to create fresh drinking water while adrift on the sea.

Recall Knowledge - Humanoid (Society): DC 15

Undine HydromancerCreature 1

Source Bestiary 2 pg. 203
Perception +5
Languages Aquan, Common
Skills Arcana +3, Athletics +3, Diplomacy +7, Intimidation +7, Nature +5, Survival +5
Str +0, Dex +2, Con +1, Int +0, Wis +2, Cha +4
Items dagger
AC 16; Fort +4, Ref +5, Will +7
HP 15
Speed 25 feet, swim 25 feet
Melee Single ActionSingle Action dagger +7 [+3/-1] (agile, finesse, versatile S), Damage 1d4 piercingRanged Single ActionSingle Action dagger +7 [+3/-1] (agile, thrown 10 feet, versatile S), Damage 1d4 piercingPrimal Spontaneous Spells DC 17, attack +9; 1st create water, heal, hydraulic push; Cantrips (1st) acid splash, detect magic, know direction, stabilize, tanglefoot
Sorcerer Bloodline Spells DC 17, attack +9, (1 Focus Point); 1st elemental toss

All Monsters in "Geniekin"



Source Bestiary 2 pg. 200
Geniekin are mortals whose ancestry has become entangled with that of genies, causing them to exhibit elemental powers drawn from the Elemental Planes. Though the geniekin found here are all of human descent and have example alignments, geniekin and other planar scions can descend from other ancestries and have any alignment.

Planar Scion

Related Groups Planar Scion
Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels. Others are cruel and destructive, like demons. And some flt roles outside of morality, like psychopomps. It’s far from unheard of that mortals and immortals alike become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.

Sidebar - Locations Geniekin on Golarion

While most geniekin planar scions live on their genie parent's ancestral plane, rare fonts of elemental power or genie activity sometimes give rise to geniekin on Golarion. By far, geniekin are most commonly found in Katapesh, as genies are more prevalent there than other regions due to the influence of genie binders.

Sidebar - Additional Lore Geniekin Parentage

Planar scions from the elemental planes are known as geniekin because they are overwhelmingly born from couplings between mortals and genies: ifrits are born of efreeti, oreads of shaitans, sulis of jann, sylphs of djinn, and undines of marids. Despite this distinguished ancestry, geniekin do not display most of their parents' exceptional talents, such as their ability to grant wishes.